Warlock
Base Class: Warlock

You are faced with the radiant light of the Sun himself, as he places his warm hand on your shoulder and smiles. "You are to become the morning and evening star" he says to you. You awake in a sweat, the warmth still felt in your shoulder. In your hand now lies the Ankh, symbol of the Gods. You have longed wished to become something greater, and someone answered the call: Ra.   

Ra has given you the power to take on the aspect of Gods in the Heliopolis. The next time you sleep, you are greeted with the visages of Horus, Bastet, and Sekhmet. They offer their assistance and aspects for you to use as you need. As a bonus action, your body changes form as you adjust to the appearance of the God whose aspect you've summoned, and you feel their powers become your own. As you level, and prove yourself worthy, more Gods will provide their aspects to you and assist you on your journey to become a great leader. 


 

 

Aspect of the Gods

Level 1 Feature

As a Bonus Action, you activate one of your aspects and take on the appearance of its respective God (the head of a jackal for Anubis, cat for Bastet, crocodile for Sobek, etc.) and receive their blessing. At level 1 you are able to wear an aspect twice a day, and they replenish after a long rest. This increases to 3 at 6th level, 4 at 11th level, and finally 5 at 16th level. As a Bonus Action, you can shed your godly aspect and dismiss it. In doing so, you also dismiss its corresponding blessing. You cannot dismiss an aspect and activate a new one in the same Bonus Action. You can wear your aspect for an amount of hours equal to your warlock level divided by 3 rounded down (min 1). If your race is nonhuman, your head will instead take on certain attributes that you see fit (dragonborn jackal head has dragon scales, Owlin beak changes to an ibis', kobolds faces become adorned with feathers, etc.)

 

On top of being able to speak common, your relationship with the gods has granted you the Celestial language. 

Horus - God of Kings

Level 1 Aspect

Head of the Falcon

Allies within 15 ft. of you gain a number equal to your level divided by 3 rounded down added to their saving roll (min +1).

Sekhmet - Warrior Goddess

Level 1 Aspect

Head of the Lioness

A golden disc burns above your head, emitting a warmth that extends out 15 ft. When first summoning this aspect, enemies within range take 1d8 fire damage, and whenever enemies start their turn in this circle, they take 1d8 fire damage. Damage is increased by 1d8 at level 6, 11 and 16 for a total of 4d8. The circle moves as you do. 

Sobek - God of the Nile

Level 1 Aspect 

Head of the Crocodile

When you first wear this aspect, all allies within 15 ft. of you receive the effects of Lesser Restoration and 2d8 healing and all enemies in range must make a CHA 13 save or be frightened for 1 minute. They may make another roll to save at the start of their turn, and once a creature has passed their save they are unaffected by Sobek's frightening demeanor for 24 hours. At level 10 healing increases to 3d8.

Bastet - Goddess of Protection

Level 3 Aspect

Head of the Black Cat

A circle of purifying energy wraps around you and allies within 15 ft. of you. You and your allies gain immunity from poison, being frightened and protection from undead. These enemies roll their attacks with disadvantage to you and your allies. 

Neith - Goddess of War

Level 3 Aspect

Head of the Mother

You bear the goddess' bow and arrow. The bow is treated as a +1 weapon, which is upgraded to +2 at level 9, and +3 at level 15. You are considered proficient with this bow. As a bonus action, you can fire it at an enemy using your CHA mod. On hit, you deal 1d8 + CHA radiant damage. Damage die is increased to 2d8 at level 12 and 3d8 at level 18. When you successfully hit an enemy with this attack, the creature glows with the goddess' light and allies deal an additional 1d8 radiant damage to it. Only one creature may be affected by this at a time. It does not replace any weapons currently held. The bow may be moved up to 15 ft. away from you on your turn without using an action. 

Thoth - God of Wisdom

Level 6 Aspect

Head of the Ibis

You can speak, read, write and understand all languages. You have advantage on religion, history and arcana checks. Once a day, while wearing this aspect, if you fail one of these ability checks you can instead turn it into a pass. 

Ma'at - Goddess of Truth

Level 6 Aspect

Head of the Judge

With this aspect, you gain free use of zone of truth. You can see the true form (if any) of creatures who failed their save. Anyone who lies to you while standing in the zone, even after passing their save, takes 2d8 Psychic damage. Any creature who attempts to be evasive in its answers will also take the 2d8 psychic damage. 

Osiris - God of Resurrection

Level 9 Aspect

Head of the Pharaoh

Allies within 15 ft. of you who are at 0 HP become stabilized. Any undead within range must make a CHA 16 save or be turned. Undead with a CR rating 1/2 or lower are destroyed. Instead of running, turned undead will attack whoever last attacked you. Undead who enter your range for the first time must make this save while this aspect is active, and affected creatures may roll the save again at the end of their turns. Creatures who pass are unaffected by this aspect for 24 hours.

Anubis - Protector of Graves

Level 9 Aspect

Head of the Jackal

When you first summon this aspect, you bring forth 2 shadow creatures from the Underworld. They are equipped with a sickle and have the head of a jackal. You can use your action to command them to attack on your behalf. Only 2 Underworld Guardians can be summoned at the same time. They are dismissed when you remove the aspect of Anubis. As Anubis, you can see in magical darkness up to 60 ft. 

Shadow Guardian

AC: 15

Hit Points: 30

Senses: +4 Perception, 120 ft. darkvision

Speed: 35 ft.

STR: 8 (-1)   DEX: 14 (+2)  CON: 16 (+3)

INT: 10 (+0) WIS: 12 (+1) CHA: 8 (-1) 


Multiattack: 2 attacks

Sickle: (x2) +5 to hit, 2d6 Slashing + 1d8 Necrotic damage

Bite: (x1) +4 to hit, 2d12 Piercing + 2d8 Necrotic damage - enemy must make a CON 14 save or be poisoned. 

If a shadow creatures brings an enemy down to 0 HP, the shadow sinks into the ground with the creature's corpse and drags it to the Underworld. The shadow does not return after doing this. If both shadows successfully drag an enemy down to the Underworld they do not replenish unless you shed Anubis' aspect and reapply. Your warriors have a movement speed of 35 ft. and can be moved on your turn without using an action. 

  

Blessing of the Lost Library

Level 6 Class Feature

Your mind has dipped into the knowledge of the Great Library of Alexandria - an ancient collection of past and future history lost to mortals as the Gods took back their knowledge to the Astral plane. You have expertise in history and religion checks. You also gain one free language of your choice that you and your DM agree your character would learn. 

Blessing of the Underworld

Level 10 Class Feature

Anubis has granted you powers of the Underworld to assist you on your journey to become a great Pharaoh. You gain darkvision 60 ft. If you already have darkvision you add the 60 ft. to your range. You can also see in magical darkness up to 30 ft. 

Aspect of Ra

Ra - God of the Sun

Level 14 Aspect

Head of the Creator

This aspect can only be worn once a day, and lasts for 1 minute. Using this aspect does not use up one of your daily aspects. You take on the visage of the Sun himself. You have truesight up to 60 ft. When you wear this form, all enemies within a 25 ft. range must make a save based on your Spell DC or begin worshipping you as one of the Cattle of Ra. These creatures drop their weapons and kneel before you to pray. Creatures who pass their save are unaffected by the aspect of Ra for 24 hours. When you remove this aspect, the creatures will stop worshipping you and become hostile again. If you or an ally attack one of the Cattle, they can reroll the CHA save with advantage. Ra grants you the power of the sun, and while wearing his aspect you are able to cast sunbeam without using a spell slot at will. Takes one bonus action to activate, and can be removed with another bonus action.

The Sun Image

Comments

Posts Quoted:
Reply
Clear All Quotes